I'd like to see a diversification of weaponry for Capital ships very similar to Dawn of War... it's be nice to be able to put a few flak turrets on at the cost of overall firepower if you're playing against a carrier spawner... could make the fleet much more adaptive. The ability to change between types could be limited with a 2 minute cooldown on scuttling individual weapons or something like that... I wouldn't mind if you could only pick for like 25% of total firepower, otherwise ppl will spam
Shoconn
Is there a chance that is some way for a transcript to be saved... the time is slightly inconvenient for myself :(
You spelt favour right for an australian (british spelling).... and heya all from another Aussie (yes, there are a few of us :) )
Very oddly - i restarted the comp and it all went away... I could play as usual. :S Confused (but very very very very happy!)
My problem is the placeholder icons don't turn up, and I can't see an option triggering their reappearance...
I'd just like to add my voice to the vast collective thanking SD/IC for my enormously cool Collector's Edition. It's a fantastic way to reward those who put their money where their mouth is and bought the game when they had little idea of the coolness coming their way. Thanks all, and thanks for honouring our efforts!
I third this, it wouldn't be difficult to add, and only need be a small amount of text, while adding a great deal of personality in an incredibly time efficient manner Good work!
Not the colny ship; the colonising capital ship shares the same behaviour.
The neutral terrirory can be very important, and for exapmle, the one that inhibits fighters/bombers can be a good place to pull up a sova led fleet, where they lose most of their advantage. It provides an influence on fleet selection and strategy and I love that the game throws these different things at you. It can also provide a good position for a feint, where you pop 10 figates through and run back to a much larger force to lay a trap. In short neutral territory is vital for players
While I agree that there is a lot of time spent waiting for credits to accrue, on the other hand, this increases the influence of the choices we make about spending it has on the result of the game. By making it rarer, each little credit counts for more, and I for one enjoy it that way. I have to choose between that extra cobalt or that extra hangar, and that decision could be the one that sneds me to oblivion... it adds a whole new level of tension for me. However, it means that I have
Sova all the way just for being able to run and take things down with bombers
1. Culture also loses effect as its through planets, so for example (I don't know exactly how much loss there is but this shows the point), consider the following map. 1-------2-------3AAAAAAAAA4 One broadcast centre on planet 3 would have an equivalent effect on phase lane A as 2 culture centres on planet 2, which would have as much effect as 4 centres on planet 3. This leads to a most efficient empire having most broadcast centres on the periphery and fewer inter
I agree with the cap ship limit... maybe the final tech could be dependant on number of planets owned, say minimum of 16, increasing by 1 for every 2 or 3 planets owned over 32. This would add a way for larger empires to still have a restricted but fair chance of defending themselves, and provides a balance between absolute limitation and empire size. Perhaps call it "Empire-wide Officer Co-ordination" or something a little less cruddy... and make it really expensiive because people with 32 plan
The stances are implemented as mentioned above. I'd just like to add that the raiding stance is nigh-on impossible as it's very difficult to compare fleets in any sort of numerical formula as the comparative formula is very difficult to implement each classes strengths/weaknesses in an algorithmic way... The computer can't determine effectively whether or not the smaller fleet will be effectively more powerful becasue a lot of it depends on the mix, the rock/paper/scissors nature of the units, a
Yeah, focus fire still much more effective as far as I can tell.
Even if just a contested system filter, without threat evaluations, was added to the empire tree, I'd know I'd done the game a great favour. I agree with your limitaitons on the threat algorithm... it's just a simple way to see if you're massively outnumbered and are assured of annihilation or you so outnumber them you can leave the AI to mop up - it allows you to focus your attention on where it is most needed - the battles that are in the balance. And the auto-retreat is supp
Empire Tree Variation A thought for a further variation on the Empire Tree. An ability to filter by actively contested planets would be very useful for finding battles and devoting my attention to where the battles are being played out. It could also have a coloured bar indicating size of fleets and value... I know I'm hitting a contentious point in a rock, paper, scissors game but if a points system was used for ships, where for example: Fighter/Bomber - 1 point Sco
Maybe a way to negate the whole problem with pirates and planet colonization (ie. needing to make pirates prioritise colonisation ships) is to give a planet a sort of residual atmospheric shield (or preparing the atmosphere to allow the modules to enter or to prepare the site of landing) that would need to be overcome by a frigate (maybe all frigates or maybe just siege frigates) with a 30 second countdown ability, or something like that, that would restrict a player from killing all the pillage
Hey guys. Awesomeness in a game, and it's only the beta. Salivating at the idea of what we can do to it to make it all the more impressive. My two cents worth: 1. Logistics has been a fine way to make planets an ever more important resource and has forced me to change my typical style of play in these games (usually sit back and then demonstrate my idea of "overwhelming force"), and while the consensus seems to be it a little too restrictive, I enjoy the fact that I ne